63 lines
2.1 KiB
C#
63 lines
2.1 KiB
C#
using UnityEngine;
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using System.Collections;
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using GameUtils;
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public class PlayerCharacter : Controller, ISceneObject {
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// TPC-Specific Variables
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//private bool onGround, canJump, wallDetected; // Other bools should be setup for the different input states (charging, jumping, etc.)
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private Rigidbody2D playerRB;
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private RaycastHit wallHit;
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//private Collider playerCollider;
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private Vector2 joystickMovement, jumpMovement;
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// TPC Editor Variables
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public float surfaceNormalAngleThreshold, jumpMagnitude, chargeSpeedModifier, wallRayCastDistance;
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private float distanceToWall;
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public void Initialize()
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{
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// Put initialization code here.
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movementVector = GameManager.iManager.movementVector; // Shorthand for the InputManager's movement vector.
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movementIntensity = GameManager.iManager.movementIntensity;
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gameInputMap = GameManager.iManager.gameInputMap;
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onGround = false;
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canJump = true;
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wallDetected = false;
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playerRB = gameObject.GetComponent<Rigidbody2D>();
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mainCamera = Camera.main;
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distanceToWall = wallRayCastDistance;
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wallHit = new RaycastHit();
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joystickMovement = Vector2.zero;
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jumpMovement = Vector2.zero;
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}
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public void ObjectUpdate()
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{
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print(onGround);
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movementVector = GameManager.iManager.movementVector; // Shorthand for the InputManager's movement vector.
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movementIntensity = GameManager.iManager.movementIntensity;
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// Put update code here.
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if(movementIntensity > 0.0f)
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{
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print("Attempting to move: " + movementVector);
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joystickMovement = new Vector2(movementVector.x, 0.0f) * movementIntensity * movementSpeed;
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}
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else
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{
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joystickMovement = Vector2.zero;
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}
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if(onGround && gameInputMap[GameInput.JUMP])
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{
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print("JUUUUUUUUUUUUUUUUUUUUUUMP");
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jumpMovement = transform.up * jumpMagnitude;
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}
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else
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{
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jumpMovement = Vector2.zero;
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}
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playerRB.velocity = joystickMovement + jumpMovement;
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}
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}
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